Solo Traps and Hazards (My Players Stay Out)

the Jester

Legend
Okay, so I am currently anticipating that my players' next move, after finishing off their current adventure (Demon Queen's Enclave) is going to be to seek out an npc who has information that they want- he's an immoth, and I suspect that they're going to be trying to find the very-well-hidden Mountain of Ultimate Winter; he knows where it is, and they know where he is.

Anyhoo, this guy is in an old homebrewed dungeon that an older party of pcs destroyed and then turned into a casino. A few thousand years have passed since then, and said casino is now, once again, a dungeon- but one with few creatures in it. Thus, I'm trying to use a number of interesting traps and hazards.

TL; DR: Getting to the point: It doesn't make sense, in a lot of cases, to have many different traps and hazards together in a lightly-inhabited dungeon, so I'm trying to come up with some solo versions. One example will come in the next post. I'm looking for feedback, most particularly, on the question: Does this earn their solo status?
 
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EDIT: I just realized that it's important to mention a house rule- we rule that a slowed creature cannot move more than 2 squares on its turn. That's key in evaluating this thing.


Gibbering Cavern --- Level 16 Solo Obstacle
Hazard--- XP 7,000
The entirety of area 64 is a gibbering cavern. No check is required to detect it. (This is about 65' x 45'; the minimum distance to cross the room is 10 squares, due to its shape and the placement of its exits.
Additional Skill: Dungeoneering (DC 27): The character recognizes the mouths as some sort of aberrant, Far Realms-related effect.
Initiative +8
TRIGGERED ACTIONS
Muttering Floor * At Will

Trigger: A non-aberrant creature enters the room.
Effect (No Action): The floor becomes a sea of gibbering mouths. Until the end of the encounter, all creatures in the room are slowed.
STANDARD ACTIONS
(area) Gibbering (charm, psychic) * At Will

Attack: Area burst 3 anywhere inside the cavern (each creature in burst); +19 vs. Will.
Hit: 2d10+3 psychic damage and ongoing 10 psychic damage (save ends).
First Failed Save: The creature instead takes ongoing 10 psychic damage and is dominated (save ends both). A creature dominated by this effect attacks the creature closest to exiting the room that it can.
COUNTERMEASURES
Counteract:
A deafened creature gets a +4 bonus to its Will defense and to saving throws against the effects of the gibbering. (A creature that plugs or stuffs its ears receives a +2 bonus.)
Counteract: A creature may attempt to shout and make noise to drown out the gibbering as a standard action. If the creature makes a Bluff, Diplomacy or Intimidate check, DC 22, it can grant itself or one ally within 3 squares a +2 bonus to its Will defense against the next gibbering attack or grant one ally a saving throw against the effects of the gibbering.
Disable: A creature may attempt to frighten the gibbering cavern by making an Intimidate check, DC 31, as a standard action. Alternatively, an attack power with the Fear keyword that hits a Will defense of 28 will also frighten the gibbering cavern. If this check is successful, the gibbering cavern will not include the creature that made the check in its next gibbering attack.
 

Interesting idea. Quick thoughs off the top of my head:

I'm not a big fan of traps as encounters, but I've never tried it, so maybe it's better than I think.

What are your goals here? Do you want to actually challenge the party with a "level appropriate" challenge (draining surges, daily powers, actions points like a normal encounter) or is this just an interesting bit of scenery with teeth?

A "room as trap" that has exits the party can readily reach won't be much of a challenge, especially if some of the party has encounter teleport powers. Why not just make it a standard combat encounter? Or have the Gibbering Cavern close the exits after 3 or more of the party enter the room?

Sure, someone will be dominated (probably), but with the number of off turn saves available to a mid paragon level party it's unlikely they will actually be dominated on their own turn. Everyone double moves across the room in two or three turns (depending on movement modes and action points).
 

Doh! I just saw your edit. So, no "run, double move, slowed" = run 8 squares, eh?

OK, so everyone is in the room for five turns and maybe some get dominated. Is that an interesting encounter?
 

My thoughts exactly. The premise is intriguing. The mechanics not so much (unless there's something you're not revealing). If this is intended to constitute an entire encounter on it's own I would include a bit more background/description of the room and some more countermeasures at the minimum.

For example in describing the room, what cues do the players have not to drop their harder hitting area spells to blast way this giant mimic (for all they know)? What cues do they have that intimidating this thing would be effective?

Why is there Far Realms influence? And why in this particular room?

Was it Matthew Sernett's trap article or DMG2 where the author pointed out that solo traps usually are better served by skill challenges? While I don't necessarily agree with that ascertain, I do think the spirit of it is spot on: solo encounters require more narrative (background story, interesting developments, unique rules, special countermeasures, etc).

EDIT: Further thoughts... Make it a "dominate and..." effect with something unique to the Far Realm theme like "the room can make it's psychic attacks thru dominated PCs." So domination is more like assimilation. Also introduce a countermeasure our leader is likely to employ that restores a PC to him or herself (eg. Diplomacy/Insight to grant a save).
 

What are your goals here? Do you want to actually challenge the party with a "level appropriate" challenge (draining surges, daily powers, actions points like a normal encounter) or is this just an interesting bit of scenery with teeth?

I'd like it to be a level appropriate challenge. The dungeon is not densely inhabited and its inhabitants are fairly dynamic (I put notes on reinforcements in areas where they might expect nearby creatures to approach if they hear intruders, for instance).

A "room as trap" that has exits the party can readily reach won't be much of a challenge, especially if some of the party has encounter teleport powers.

This brings up an interesting point- it's possible, but not a given, that the party wizard will have arcane gate prepared. Hmm.

Why not just make it a standard combat encounter? Or have the Gibbering Cavern close the exits after 3 or more of the party enter the room?

The real challenge is getting across the room rather than fighting something. My hope is to make this an interesting but fairly quick encounter, as the pcs spend their move actions to slog across the room and then experiment with ways to guard or help each other. Also, I am hoping that this will be quicker than a full combat encounter. (Not sure about that one!)

If this is intended to constitute an entire encounter on it's own I would include a bit more background/description of the room and some more countermeasures at the minimum... Why is there Far Realms influence? And why in this particular room?

For the record, this is the other text describing this encounter:

The Bile Mountain Casino and Resort said:
The Hazard activates as soon as a non-aberrant creature enters the room.

This room's walls, floor and ceiling are covered with small muttering mouths. The strange odor is different in here- unpleasant, like some strange burnt work of alchemy.

Note that characters only earn xp for this encounter if they pass through the room.

So there isn't much in the encounter itself. However, the entire level that this is on is Far Realms-corrupted due to the influence of some of the BBEGs in the "old days". Distance and direction are distorted in places (you go out the southwest exit of this chamber and come in the next room in the west wall; some passages have an extra 100' of passageway compressed into one square of map; etc). The room through which the pcs are most likely to enter the level has an old warning left by a different group of adventurers chalked on the wall, so they'll have a blatant, can't miss it clue that things are messed up. Every room on the level has some weird, aberrant, alien stuff going on- whether it's the gibbering cavern or a room where the pool of dark liquid on the floor keeps dripping up onto the ceiling. But most of the level, while disquieting, isn't actually too dangerous. The gibbering cavern is one of the exceptions.

For example in describing the room, what cues do the players have not to drop their harder hitting area spells to blast way this giant mimic (for all they know)? What cues do they have that intimidating this thing would be effective?

None, but with their first attack I will make it explicit that attacking isn't doing anything. The deafness/plug ears/make lots of noise options seem fairly obvious to me; the intimidate the room/fear effect option isn't obvious at all, but I'd probably let a pc who asked to make an Insight check figure this one out.

Was it Matthew Sernett's trap article or DMG2 where the author pointed out that solo traps usually are better served by skill challenges? While I don't necessarily agree with that ascertain, I do think the spirit of it is spot on: solo encounters require more narrative (background story, interesting developments, unique rules, special countermeasures, etc).

EDIT: Further thoughts... Make it a "dominate and..." effect with something unique to the Far Realm theme like "the room can make it's psychic attacks thru dominated PCs." So domination is more like assimilation. Also introduce a countermeasure our leader is likely to employ that restores a PC to him or herself (eg. Diplomacy/Insight to grant a save).

Good suggestion! But note that the Bluff/Diplomacy/Intimidate countermeasure can already grant an ally a save against the effects of the gibbering (including the domination). ;)
 

[MENTION=1210]the Jester[/MENTION]
Ah that context helps! In that case what if teleporting is a gamble and due to the Far Realms influence requires a roll on a teleport mishap table? You could make that explicit to the wizard player before he or she tries to Arcane Gate.

Also what about flying or levitating, would these bypass the "slow" effect for that PC?

I think part of what you are going for is inspiring creative use of powers, am I reading your intention right?
 

[MENTION=1210]the Jester[/MENTION]
Ah that context helps! In that case what if teleporting is a gamble and due to the Far Realms influence requires a roll on a teleport mishap table? You could make that explicit to the wizard player before he or she tries to Arcane Gate.

That's a great idea!

Also what about flying or levitating, would these bypass the "slow" effect for that PC?

I hadn't thought of that- as it stands now, probably so. I'll have to mull over whether or not I want to do something about that.

I think part of what you are going for is inspiring creative use of powers, am I reading your intention right?

Yes, absolutely! I'm open to pcs coming up with their own countermeasures or ways to disable the trap, as long as it makes sense.
 

Yes, absolutely! I'm open to pcs coming up with their own countermeasures or ways to disable the trap, as long as it makes sense.

Since it sounds like you're populating the dungeon...what happens if the PCs enter this chamber, quickly assess the hazard, and say "screw it, we look for another way" ? What might they encounter then?
 

Depends on which way they go; one direction is fairly "safe" but is probably the way they will have come from, while the other one leads in fairly short order to an encounter with monsters (century worm + larvae minions + enormous carrion crawler not far away).

To find the immoth that they're going to be there to find, they'll have to find the way up to the next level. Due to the way the map distorts direction & distance, they can probably do so without actually crossing this chamber, and I'm okay with that- I definitely am not requiring the pcs to pass through every encounter in the place to find their target!
 

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